Game console

ABSTRACT

An example portable, handheld game console includes a main body incorporating a first display screen, and a cover body incorporating a second display screen. The main body is hingedly connected to the cover body along adjacent forward and rearward edges, respectively, such that the cover body is movable between closed and open positions. The main body is provided with a plurality of control buttons and a pair of game card slots for receiving game cards of different dimensions.

This application is a divisional of application Ser. No. 11/111,985,filed Apr. 22, 2005, which is a continuation-in-part of application Ser.No. 10/921,957, filed on Aug. 20, 2004. The contents of each of theseapplications are incorporated herein by reference.

The illustrative embodiments relate to an electronic game andcommunications device and, more specifically, to a new consoleconfiguration for a portable, handheld electronic game with dualscreens. Certain of the illustrative embodiments also relate to aportable game machine including two or more display units, on each ofwhich a three-dimensional game image, generated by a three-dimensionalimage processing unit, is displayed.

BACKGROUND

Portable, handheld game devices are by now well known in the art. See,for example, U.S. Pat. Nos. 6,716,103; 6,743,104; 6,821,204. Gamedevices previously have not had, however, dual screen functionality incombination with touch-sensitive technology, and the capability ofaccommodating different-sized game cards packaged in a novel andeasy-to-use game console.

Brief Description of the Illustrative Embodiments

In an exemplary embodiment of this invention, a portable, handheldelectronic game device is provided in a unique console configuration,outfitted and arranged for easy access to various functional featuresand related aspects of the game device.

Generally, the portable game device in the exemplary embodiment is madeup of a main body and a cover body that is pivotally attached to themain body for movement between open and closed positions. Twin, backlit,color liquid crystal displays (LCD's) are provided, one on each of theinner surfaces of both the main body and cover body such that, when thecover body is pivoted over the main body to the closed position, thedisplay screens substantially overlie one another and are hidden fromview (and thus protected). Each LCD is a three inch screen that canreproduce true 3-D views, and, one of the screens also employstouch-sensitive technology for enhanced interaction with associatedgames. To further enhance the interactive experience, a stylus isprovided with the game for activating the touch screen, and a blind boreis provided in the main body for storing the stylus when it is not beingused.

The main body of the device is also provided with all of the gamecontrol buttons. Most of the control buttons are on the inner face ofthe main body, on either side of the display screen, along withmicrophone, recharge, and power indicators. The rearward portion of aperipheral edge surrounding the main body also supports an additionalpair of buttons for game control. The peripheral edge of the main bodyalso provides access to various other features and functions of thedevice. For example, a forward portion of the peripheral edgeincorporates a volume control slide, a first game slot as well asheadphone/microphone connectors. The rearward portion of the peripheraledge is provided with, in addition to the control buttons, an externalextension connector for connecting an AC adaptor that can be used toeither recharge the internal battery or to operate the game device usinghousehold power; a wrist strap attachment mechanism; the stylus port;and a second game slot designed to accommodate larger game cards fromearlier game systems manufactured by the assignee of this invention.

In addition to the LCD on the inner face of the cover body, the latteris also provided with a pair of stereo speakers, one on either side ofthe display screen.

A substantially square game or memory card designed especially for usewith the game device disclosed herein has planar upper and lowersurfaces, a forward edge, a rearward edge, and a pair of side edges. Theforward end of the upper surface is formed with a recess in which aplurality of terminal or electrical connector strips are located,extending from a rear wall of the recess to the forward edge of thecard. The terminal strips are parallel to each other and are separatedby raised ribs that extend from the rear wall of the recess to theforward edge. These ribs protect the terminal strips from contact withthe user's hands or other objects.

An enlarged radius is provided at one forward corner of the card, wherethe forward edge of the card meets one side edge of the card. A firstnotch is also formed at this same corner, and a second notch is formedalong this same side edge, intermediate the forward and rearward ends ofthe card. These two notches interact with a spring-loaded “push-push”mechanism inside the game slot for controlled insertion and ejection ofthe game card into and from the game console.

The opposite forward corner of the card is defined by a smaller radiusmerging into the other side edge that is defined by a stepped shoulderin the upper plane of the card, extending along the entire length of thecard. This shoulder insures correct orientation of the card wheninserted into the game card slot.

Accordingly, in one aspect, the present invention relates to a portable,handheld game console comprising a main body incorporating a firstdisplay screen on an inner face of the main body, and a cover bodyincorporating a second display screen on an inner face of the coverbody, the main body hingedly connected to the cover body along adjacentforward and rearward edges, respectively, such that the cover body ismovable between a closed position where the cover body overlies the mainbody with the first and second display screens hidden from view, and anopen position where the cover body is folded away from the main bodywith the first and second display screens visible to a user; wherein themain body is provided with a plurality of control buttons and at leastone game card slot for receiving a game card of first predetermineddimensions.

In another aspect, the present invention relates to a portable, handheldgame console comprising a main body incorporating a firsttouch-sensitive display screen on an inner face of the main body, and acover body incorporating a second display screen on an inner face of thecover body, the main body hingedly connected to the cover body alongadjacent forward and rearward edges, respectively, such that the coverbody is movable between a closed position where the cover body overliesthe main body with the first and second display screens hidden fromview, and an open position where the cover body is folded away from themain body with the first and second display screens visible to a user;wherein the main body is provided with a plurality of control buttons,at least one game card slot for receiving a game card of firstpredetermined dimensions; and a second game slot for receiving anothergame card of second predetermined dimensions different from the firstpredetermined dimensions.

In another aspect, the present invention relates to a substantiallysquare memory card for a game machine comprising a substantially flatcard body having length, width and thickness dimensions, the card bodydefined by upper and lower surfaces, and by a forward edge, a rearwardedge and a pair of side edges; and a plurality of electricallyconductive terminal strips adjacent the forward edge; wherein one of theside edges has a single continuous step configuration along the entirelength dimension of the card, and wherein a first notch is formed in afirst forward corner of the card where the forward edge meets the otherof the pair of side edges.

In accordance with a feature of an illustrative embodiment, the portablegame machine includes hardware/software capable of simultaneouslydisplaying different three-dimensional images on two display units byusing a single three-dimensional image processing unit without causingflicker on display screens.

Also, another feature of an illustrative embodiment is to make itpossible for a portable game machine to include two display units, atleast one two-dimensional image processing unit, and a singlethree-dimensional image processing unit, wherein a game image generatedby the two-dimensional image processing unit is displayed on one of thedisplay units and a game image generated by the three-dimensional imageprocessing unit is displayed on the other display unit, and tosimultaneously display different three-dimensional game images on thetwo display units without adding another three-dimensional imageprocessing unit or substantially changing the configuration of theportable game machine.

The handheld portable game device and associated memory card inaccordance with this invention will now be described in detail inconnection with the drawings identified below.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 is a perspective view of the electronic game and communicationsdevice in accordance with an exemplary embodiment of the invention, withthe device shown in an open, ready-to-use orientation;

FIG. 2 is a inverted perspective view of the game device shown in FIG.1;

FIG. 3 is a front elevation of the device shown in FIG. 1, but with thegame shown in a closed position;

FIG. 4 is a rear elevation of the device shown in FIG. 3;

FIG. 5 is a perspective view of a stylus for use with the game deviceshown in FIGS. 1-4;

FIG. 6 is a plan view of a game card for use with the game device shownin FIGS. 1-4;

FIG. 7 is a rear perspective view of the game card shown in FIG. 6;

FIG. 8 is an enlarged perspective view of a front, right corner of thecard shown in FIG. 6;

FIG. 9 is an external view of a portable game machine according to afurther illustrative embodiment of the present invention;

FIG. 10 is an illustration showing an internal configuration of aportable game machine;

FIG. 11 is an illustration showing an internal configuration of a GPU222;

FIG. 12 is an illustration showing the operation of a portable gamemachine in an odd-numbered frame;

FIG. 13 is an illustration showing the operation of the portable gamemachine in an even-numbered frame;

FIG. 14 is an illustration showing one example of a virtualthree-dimensional game space;

FIG. 15 is an illustration showing one example of a game screendisplayed on a first display screen 11 a and a second display screen 212a;

FIG. 16 is a flowchart showing the operation of an illustrative portablegame machine;

FIG. 17 is a flowchart showing a flow of an odd-numbered framerendering/displaying process;

FIG. 18 is a flowchart showing a flow of an even-numbered framerendering/displaying process;

FIG. 19 is an illustration showing an original two-dimensional gameimage generating process to be performed by a two-dimensional imageprocessing unit 37; and

FIG. 20 is an illustration showing an internal configuration of a GPU 22according to an exemplary modification of the present invention.

DETAILED DESCRIPTION OF EXAMPLE EMBODIMENTS

Referring to FIGS. 1 and 2, in an illustrative embodiment the gamedevice or console 10 includes a main body 12 and a cover body 14hingedly connected to each other along an upper edge of the main body 12and a lower edge of the cover body 14 (references herein to terms suchas “upper” and “lower” and “forward” and “rearward” are for ease ofunderstanding and are made relative to an orientation of the game devicewhere the cover body 14 is in an open position and the game is beingheld by a user in a normal operating position). Hinge elements 16, 18and 20 on the main body 12 mesh with hinge elements 22 and 24 on thecover body, with a hinge pin (not shown) extending through the alignedhinge elements in conventional fashion. Note that because hinge elements16, 18 and 20 extend from the upper (or inner) face 26 of the main body12, the cover body 14 overlies the upper face 26 when the cover body 14is closed over the main body. When the cover body 14 is in its fullyopen position, it is substantially parallel to the main body 12 but liesin a substantially parallel, offset plane. The main body 12 also has alower (or outer) face 28 (FIG. 2) and a peripheral edge 30.

A first display screen 32 is recessed within the upper face 26 of themain body 12 with dimensions of approximately 2½ inches in length and 1⅞inches in width, yielding a diagonal screen dimension of 3 inches. Thescreen in the exemplary embodiment is a backlit, color liquid crystaldisplay (LCD). This screen is touch sensitive and may be activated by astylus, described further herein. A power button 34 is located in theupper left corner of face 26 and is used to turn the game on and off. Across-shaped directional control button 36 is located adjacent and belowthe power button 34, and is used for game play control.

In the upper right corner of the main body 12, there are side-by-side“start” and “select” buttons 38, 40, respectively, with X/Y/A/B buttons42 located adjacent and below the “start” and select” buttons. Buttons38, 40 and 42 are also used for game play control. A microphone 44 islocated below the left edge of screen 32 for use with specially designedgames having a microphone feature. A battery recharge indicator LED 46and a power indicator LED 48 are also located on the upper face 26,adjacent the lower edge thereof, below the right edge of screen 32.

With reference now especially to FIG. 3, a lower or forward portion 50of the peripheral edge 30 (closest to the user) is provided with avolume control slide 52 and headphone and microphone connectors 54, 56on either side of a first game slot 58. Slot 58 is especially designedfor larger game cartridges or cards originally designed for use with theassignee's Game Boy Advance® game system.

As best seen in FIG. 2, an upper or rearward portion 60 of theperipheral edge 30 is provided with an external extension connector 62that permits connection to an AC adapter for recharging the internalbattery (not shown), or for operating the game using household power. Asecond game slot 64 in edge portion 60 is designed for receiving memoryor game cards especially designed for this game device. The second gameslot 64 is smaller than the first game slot 58, reflecting the differentsizes of the game cards. Openings 66, 68 form an elbow-shaped throughslot adapted for securing a wrist strap (not shown), thereby enablingthe user to secure the game device to the body and thus minimize thepotential for losing or misplacing the game. A stylus port or holder, inthe form of a blind bore 70 is located adjacent the wrist-strap mountfor holding a stylus 71 (FIG. 5) before or after use.

The stylus 71 is a plastic pencil-shaped device with a rounded tip 73and is used to activate the touch screen 32.

A pair of left, right control buttons (or shoulder buttons) 72, 74 arelocated on the peripheral edge 30, at the corners where the upperportion 60 of the peripheral edge 30 meets the side portions 76, 78 ofthe peripheral edge. The location of these buttons and the location ofpreviously described buttons 34, 36 and 42 facilitate manipulation gamecontrol by the user's thumbs and index fingers when the game is heldwith two hands in a natural and intuitive manner.

The lower (or outer) face 28 of the main body is provided with a batterycover 80 (FIG. 2) for accessing a rechargeable battery pack locatedwithin the main body.

The cover body 14 also has an upper (or inner) face 82 (FIG. 1) and alower (or outer) face 84 (FIG. 2) connected by a peripheral edge 86. Theupper face 60 incorporates a second display screen 88 of substantiallythe same dimensions as screen 32. Screen 88 is also a backlit color LCD.The cover body 14 also incorporates a pair of stereo speakers, withspeaker grills 90, 92 located on opposite sides of the screen 88.Dimples or pads 94, 96 may be located above and laterally of screen 88.The dimples may be made of a compressible polymer or other suitablematerial and serve to dampen engagement of the inner surface 82 of thecover body 14 with the inner surface 26 of the main body 12 when thecover body is closed over the main body.

As already noted, the game card slot 58 is sized and adapted to receivea conventional game card designed for the by now well known NintendoGameboy Advance System®. Accordingly, the game card per se for slot 58does not form any part of this invention and need not be describedfurther.

The new game or memory card 100 designed especially for use with thisgame device is shown in FIGS. 6, 7 and 8.

The game or memory card 100 is preferably of molded plastic constructionand has substantially planar upper and lower surfaces 102, 104,respectively, a forward edge 106, rearward edge 108 and side edges 110,112. The forward end of the upper surface 102 is formed with arectangular recess 114 in which a plurality of terminal strips 116 arelocated, extending from a rear wall 118 of the recess to the forwardedge 106 of the card. The rearward wall 115 of the recess issubstantially perpendicular to the upper and lower surfaces 102, 104but, as a practical matter, is sloped by no more than about 3 degreessimply to facilitate removal of the card from the mold duringmanufacture of the card. The terminal strips 116 are parallel to eachother and are separated by raised ribs 120 that also extend from therear wall 118 to the forward edge 106. The free ends 122 of the ribs 120are chamfered as best seen in FIG. 8 to facilitate sliding entry of thecard into the slot 58 in the main body 12. Ribs 120 also protect theterminal strips 116 from contact with the users' hands or other objects.The recess 114 and array of terminal strips 116 are not centered alongthe forward edge 106 of the card, but rather, are offset laterallytoward the side edge 112 for a purpose explained in greater detailbelow.

An enlarged radius 124 is formed at forward corner 126 where the sideedge 110 meets forward edge 106. A first notch 128 is formed in corner126, defined by a vertical notch side wall 130, a vertical notch backwall 132 and a flat notch bottom wall 134. The latter is parallel to theupper and lower card surfaces 102, 104, while notch side wall 130 isparallel to side edges 110, 112, and notch back wall is perpendicular tothe notch side wall 130 and parallel to the card forward edge 106. Thedepth of the notch is about half the approximate ⅛ inch thickness of thecard, and the length of the notch is about ¼ inch, which in turn, isabout half the length of the recess 114. Rearwardly of the notch 128,along the card side edge 110, there is formed a second notch 136 thatopens to the side of the card, defined by parallel side walls 140, 142and a back wall 144. Side walls 140, 142 are parallel to forward andrearward card edges 106, 108 while back wall 144 is parallel to cardside edges 110, 112. An angled surface 145 connects back wall 144 to theedge 110. Here again, the depth of the notch is about half the thicknessof the card, and the length of the notch is about ⅛ inch.

Notches 128 and 136 cooperate with components of a “push-push” mechanisminside the game slot 64 to provide controlled, spring-loaded movement ofthe game card during insertion and ejection.

The opposite forward corner 146 of the card where side edge 112 meetsforward edge 106 is defined by a smaller radius than radius 124. Notethat the forward surfaces 148, 150 of the card on either side of therecess 114 are also chamfered to substantially the same degree as thechamfer on ribs 120.

Side edge 112 is stepped along its entire length in the upper plane ofthe card only, as defined by horizontal shoulder 152 that is parallel toupper and lower surfaces 102, 104 and a recessed edge portion shoulder154 that is parallel to the side edges 110, 112. This shoulder insurescorrect orientation of the card when inserted into a game console slot.

The rearward edge 108 of the card is substantially uniform in profilefrom side edge 110 to side edge 112, with both rearward corners 156, 158rounded by a radii similar to the radius at corner 146.

The dimensions of the card are matched to the game machine entry slot,and in the exemplary embodiment, the card 100 is substantially square,with a length dimension (front-to-back) of 1⅜″, and a width dimension(side-to-side) of 1¼″.

FIG. 9 is a further illustrative embodiment of a portable game machine200. As with the prior embodiment, a further exemplary game machinephysically including two display screens with one of the display screensbeing covered with a touch panel is exemplarily described. In thepresent embodiment, a game image is displayed on at least the displayscreen covered with the touch panel. Also, a non-portable video gamemachine, an arcade game machine, a portable terminal, a cellular phone,or a personal computer may be used as the game machine.

FIG. 9 is an external view of the portable game machine 200. As shown inFIG. 9, the portable game machine 200 includes two display screens, thatis, a first display screen 211 a and a second display screen 212 a. Thesurface of the second display screen 212 a is covered with a touch panel213. Also, to the right of the second display screen 212 a, the gamemachine includes an A button 214 a, a B button 214 b, and an R switch214 c, which are operable by the right hand of the player, and aloudspeaker 215 for producing game music. To the left of the seconddisplay screen 212 a, the game machine includes a cross key 214 d, astart button 214 e, a select button 214 f, and an L switch 214 g, whichare operable by the left hand of the player. Also, the portable gamemachine 200 includes a removable stylus 216 for input to the touch panel213. Furthermore, the portable game machine 200 has, removably insertedtherein, a cartridge 217, which is a storage medium having storedtherein a game program of the illustrative embodiments. Note that, inthe present embodiment, the touch panel 213 is exemplarily provided asan input unit, but this does not restrict the present invention.

FIG. 10 is a block diagram showing the portable game machine 200. Itshould be understood that the hardware/software and operationaldescription which follows is applicable to the illustrative embodimentshown in FIGS. 1-8 as well as the illustrative embodiment shown in FIG.9. As shown in FIG. 10, the portable game machine 200 includes a CPU(central processing unit) 223, which is an example of a computer forexecuting the game program, and other components. The CPU 223 includes awork RAM (working storage unit) 224, a GPU (graphic processing unit)222, and a peripheral circuit I/F (interface) 225 that are electricallyconnected to one another. The work RAM 224 is a memory for temporarilystoring, for example, the game program to be executed by the CPU 223 andcalculation results of the CPU 223. The GPU 222 uses, in response to aninstruction from the CPU 223, a VRAM 221 to generate a game image fordisplay output to a first LCD (liquid crystal display unit) 211 and asecond LCD 212, and causes the generated game image to be displayed onthe first display screen 211 a of the first LCD 211 and the seconddisplay screen 212 a of the second LCD 212. The peripheral circuit I/F225 is a circuit for transmitting and receiving data between externalinput/output units, such as the touch panel 213, the operation keys 214,and the loudspeaker 215, and the CPU 223. The touch panel 213 (includinga device driver for the touch panel) outputs coordinate datacorresponding to a position input (specified) with the stylus 216.

Furthermore, the CPU 223 is electrically connected to the externalmemory I/F 226, in which the cartridge 217 is inserted. The cartridge217 is a storage medium for storing the game program and, specifically,includes a program ROM 217 a for storing the game program and a backupRAM 217 b for rewritably storing backup data. The game program stored inthe program ROM 217 a of the cartridge 217 is loaded to the work RAM 224and is then executed by the CPU 223. In the present embodiment, anexemplary case is described in which the game program is supplied froman external storage medium to the portable game machine 200. However,the game program may be stored in a non-volatile memory incorporated inadvance in the portable game machine 200, or may be supplied to theportable game machine 200 via a wired or wireless communication circuit.

FIG. 11 is a block diagram of the GPU 222. The GPU 222 includes twoimage processing units, that is, a three-dimensional image processingunit 231 and a two-dimensional image processing unit 237. Thethree-dimensional image processing unit 231 includes a geometry enginefor calculating each vertex of a three-dimensional model based onthree-dimensional model data and a rendering engine for generating agame image from the three-dimensional model disposed on a virtualthree-dimensional game space. The two-dimensional image processing unit237 includes a 2D rendering engine for generating a game image based ontwo-dimensional image data representing characters and two-dimensionalimage data representing backgrounds. More specifically, thetwo-dimensional image processing unit 237 disposes a two-dimensionalimage representing a character on a virtual screen called a “sprite” anda two-dimensional image representing a background on a virtual screencalled a “screen”, and then synthesizes these virtual screens togenerate a game image to be eventually displayed.

The three-dimensional image processing unit 231 is connected to the 3Dline buffer 232. The 3D line buffer 232 is a buffer memory fortemporarily retaining image data for one scanning line of the first LCD211 (or the second LCD 212). The image data generated by thethree-dimensional image processing unit 231 is stored in this 3D linebuffer 232 sequentially by one line.

The 3D line buffer 232 is connected to a capture circuit 233 and an LCDselector (SEL LCD) 235. The capture circuit 233 sequentially reads imagedata for one line stored in the 3D line buffer 232 and then sequentiallystores the read image data in the VRAM 221, which will be describedfurther below, thereby capturing the game image generated by thethree-dimensional image processing unit 231.

The capture circuit 233 is connected to a VRAM selector (SEL VRAM) 234.The VRAM 221 is provided with two VRAMs, that is, a first VRAM 221 a anda second VRAM 221 b. Instead of these two first and second VRAMs 221 aand 221 b, a single VRAM may be used with its two different storageareas being used as the first VRAM 221 a and the second VRAM 221 b. TheVRAM selector 234 switches an output destination of the capture circuit233 between the first VRAM 221 a and the second VRAM 221 b.

The first VRAM 221 a and the second VRAM 221 b are connected to a VRAMselector (SEL VRAM) 236. The VRAM selector 236 switches a source of datato the two-dimensional image processing unit 237 between the first VRAM21 a and the second VRAM 221 b.

The two-dimensional image processing unit 237 is connected to a 2D linebuffer 238. As with the 3D line buffer 232, the 2D line buffer 238 is abuffer memory for temporarily retaining image data for one scanning lineof the second LCD 212. The image data generated by the two-dimensionalimage processing unit 237 is stored in this 2D line buffer 238sequentially by one line.

The 2D line buffer 238 is connected to an LCD selector 235. The LCDselector 235 switches an output destination of the 3D line buffer 232between the first LCD 211 and the second LCD 212, and an outputdestination of the 2D line buffer 238 between the first LCD 211 and thesecond LCD 212. In the present embodiment, the LCD selector 235 performscontrol such that, when the output of the 3D line buffer 232 is suppliedto the first LCD 11, the output of the 2D line buffer 38 is supplied tothe second LCD 212, and when the output of the 3D line buffer 232 issupplied to the second LCD 212, the output of the 2D line buffer 238 issupplied to the first LCD 211.

The portable game machine 200 has the above-described structure.Generally, the game image generated by the three-dimensional imageprocessing unit 231 is supplied via the 3D line buffer 232 and the LCDselector 235 to the first LCD 211, while the game image generated by thetwo-dimensional image processing unit 237 is supplied via the 2D linebuffer 238 and the LCD selector 235 to the second LCD 212. As a result,the three-dimensional game image generated by the three-dimensionalimage processing unit 231 is displayed on the first display screen 211a, while the two-dimensional game image generated by the two-dimensionalimage processing unit 237 is displayed on the second display screen 212a. However, the present embodiment has a feature in which theabove-structured portable game machine 200 is used to display differentthree-dimensional game images on two display screens, that is, the firstdisplay screen 211 a and the second display screen 212 a. Hereinafter,the operation of the portable game machine 200 according to the presentembodiment is described.

The portable game machine 200 alternately performs operations withperiods of one frame. Hereinafter, the operation of the portable gamemachine 200 is described as being divided into a process in anodd-numbered frame and a process in an even-numbered frame. Note thatthe “odd-numbered frame” and the “even-numbered frame” are merely socalled for convenience. In other words, if one frame is assumed to be anodd-numbered frame, frames before and after that frames areeven-numbered frames. Conversely, if one frame is assumed to be aneven-numbered frame, frames before and after that frames areodd-numbered frames.

FIG. 12 is an illustration showing the operation of the portable gamemachine 200 in an odd-numbered frame. As shown in FIG. 12, in theodd-numbered frame, the game image generated by the three-dimensionalimage processing unit 231 is supplied via the 3D line buffer 232 to thefirst LCD 211. Also, the output from the capture circuit 233 is suppliedto the first VRAM 221 a. That is, the game image supplied in this frameto the first LCD 211 is captured by the capture circuit 233, and is thenstored in the first VRAM 221 a. Also, the two-dimensional imageprocessing unit 237 reads the game image stored in the second VRAM 221 b(the game image captured in the immediately-preceding even-numberedframe by the capture circuit 233, as will be described further below).This game image is, as will be described further below, identical to thegame image supplied in the immediately-preceding even-numbered frame tothe second LCD 212. The game image read by the two-dimensional imageprocessing unit 237 is supplied via the 2D line buffer 238 to the secondLCD 212. As such, in the odd-numbered frame, the game image generated inthis frame by the three-dimensional image processing unit 231 issupplied to the first LCD 211, while the game image generated in theimmediately-preceding even-numbered frame by the three-dimensional imageprocessing unit 231 is supplied to the second LCD 212.

FIG. 13 is an illustration showing the operation of the portable gamemachine 200 in an even-numbered frame. As shown in FIG. 13, in theeven-numbered frame, the game image generated by the three-dimensionalimage processing unit 231 is supplied via the 3D line buffer 232 to thesecond LCD 212. Also, the output from the capture circuit 233 issupplied to the second VRAM 221 b. That is, the game image supplied inthis frame to the second LCD 212 is captured by the capture circuit 233,and is then stored in the second VRAM 221 b. Also, the two-dimensionalimage processing unit 237 reads the game image stored in the first VRAM221 a (the game image captured in the immediately-preceding odd-numberedframe by the capture circuit 233, as will be described further below).This game image is identical to the game image supplied in theimmediately-preceding odd-numbered frame to the first LCD 211. The gameimage read by the two-dimensional image processing unit 237 is suppliedvia the 2D line buffer 238 to the first LCD 211. As such, in theeven-numbered frame, the game image generated in this frame by thethree-dimensional image processing unit 231 is supplied to the secondLCD 212, while the game image generated in the immediately-precedingodd-numbered frame by the three-dimensional image processing unit 231 issupplied to the first LCD 211.

In the present embodiment, the three-dimensional image processing unit231 generates a game image representing a state in a virtualthree-dimensional game space captured by virtual cameras different forodd-numbered and even-numbered frames. FIG. 14 is an illustrationshowing one example of the virtual three-dimensional game space. In FIG.14, this virtual three-dimensional game space has disposed therein afirst enemy character and a second enemy character as well as twovirtual cameras, that is, a first virtual camera and a second virtualcamera. In each odd-numbered frame, the three-dimensional imageprocessing unit 231 generates a game image representing a state in avirtual three-dimensional game space captured by the first virtualcamera. In each even-numbered frame, the three-dimensional imageprocessing unit 231 generates a game image representing a state in avirtual three-dimensional game space captured by the second virtualcamera. Alternatively, the three-dimensional image processing unit 231may be provided with a plurality of virtual three-dimensional gamespaces for generating, for odd-numbered and even-numbered frame, gameimages representing different states in the virtual three-dimensionalgame space.

Examples of the game screen displayed on the first display screen 211 aand the second display screen 212 a based on the above-describedoperation of the portable game machine 200 are illustrated in FIG. 15.As can be seen from FIG. 15, in each odd-numbered frame, a game imagegenerated in that frame by the three-dimensional image processing unit231 (such an image is hereinafter referred to as a real-time image) isdisplayed on the first display screen 211 a, while a game imagegenerated in the immediately-preceding frame by the three-dimensionalimage processing unit 231 then captured by the capture circuit 233 (suchan image is hereinafter referred to as a captured image) is displayed onthe second display screen 212 a. On the other hand, in eacheven-numbered frame, a game image (real-time image) generated in thatframe by the three-dimensional image processing unit 231 is displayed onthe second display screen 212 a, while a game image (captured image)generated in the immediately-preceding frame by the three-dimensionalimage processing unit 231 and then captured by the capture circuit 233is displayed on the first display screen 211 a.

As such, in the present embodiment, a real-time image and a capturedimage are alternately displayed on the first display screen 11 a and thesecond display screen 212 a. Then, on the first display screen 211 a, agame image representing the state of the virtual three-dimensional gamespace captured by the first virtual camera is displayed, while on thesecond display screen 212 a, a game image representing the state of thevirtual three-dimensional game space captured by the second virtualcamera is displayed. Note that, as evident from FIG. 15, game images aredisplayed for each frame on the first and second display screens 211 aand 212 a, thereby preventing flicker on the display screens.

With reference to FIGS. 16 through 18, the operation of the portablegame machine 200 is described in more detail. Here, steps S11 throughS17, S19 through S21, and S23 shown in FIG. 16 are described as processsteps to be performed in the CPU 223 based on the game program stored inthe program ROM 217 a of the cartridge 217. However, any of theseprocess steps may be achieved only by hardware.

In FIG. 16, the CPU 223 generates a virtual three-dimensional game space(S11). Specifically, in this process, world coordinates of each vertexof three-dimensional models, such as a player character and enemycharacters, formed by a plurality of polygons are set at initial values.Next, based on operation key data output from the operation keys 214,the CPU 223 updates the coordinates of the player character in thevirtual three-dimensional game space (S12), and then updates thecoordinates of each enemy character in the virtual three-dimensionalgame space based on a predetermined algorithm (S13).

The CPU 223 then determines whether the current frame is an odd-numberedframe (S14).

When the current frame is an odd-numbered frame, the CPU 223 allocatesthe first LCD 211 as the output destination of the 3D line buffer 232and the second LCD 212 as the output destination of the 2D line buffer238 (S15). Furthermore, the CPU 223 allocates the first VRAM 221 a asthe output destination of the capture circuit 233 (S16), and the secondVRAM 221 b to the two-dimensional image processing unit 237 (S17).Thereafter, an odd-numbered frame rendering/displaying process (S18) isperformed, and then the procedure goes to step S23. Details of theodd-numbered frame rendering/displaying process are described furtherbelow.

On the other hand, when the current frame is an even-numbered frame, theCPU 223 allocates the second LCD 212 as the output destination of the 3Dline buffer 232 and the first LCD 211 as the output destination of the2D line buffer 238 (S19). Furthermore, the CPU 223 allocates the secondVRAM 221 b as the output destination of the capture circuit (S20) andthe first VRAM 221 a to the two-dimensional image processing unit 237(S21). Thereafter, an even-numbered frame rendering/displaying process(S22) is performed, and then the procedure goes to step S23. Details ofthe even-numbered frame rendering/displaying process are describedfurther below.

In step S23, the CPU 223 determines whether the game is over. If thegame continues, the procedure returns to step S12. If the game is over,the procedure ends.

Next, the details of the odd-numbered frame rendering/displaying processare described with reference to FIG. 17. The odd-numbered framerendering/displaying process is performed by the GPU 222 based oninstructions from the CPU 223.

First, the geometry engine of the three-dimensional image processingunit 231 converts vertex coordinates (in the world coordinate system) ofeach polygon in the virtual three-dimensional game space to thetwo-dimensional projection coordinate system (S32). When conversion ofthe vertex coordinates of each polygon is completed, an instruction forstarting a display process is issued from the GPU 222 to the renderingengine of the three-dimensional image processing unit 231 and the 2Drendering engine of the two-dimensional image processing unit (S33).Upon reception of this instruction, the rendering engine of thethree-dimensional image processing unit 231 and the 2D rendering engineof the two-dimensional processing unit concurrently perform theirrespective processes.

Upon reception of the display process starting instruction, therendering engine of the three-dimensional image processing unit 231generates image data for the first one line through a rendering processbased on the results of conversions of the vertex coordinates of eachpolygon, and then stores the generated image data in the 3D line buffer232 (S34). Then, the image data for one line stored in this 3D linebuffer 232 is supplied to the first LCD 211, and is then displayed onthe first display screen 211 a (S35). Also, the image data for one linestored in the 3D line buffer 232 is stored in a predetermined area ofthe first VRAM 221 a by the capture circuit 233 (S36). Then, afterwaiting for an H blank timing (horizontal blanking period) in order toestablish horizontal synchronization (S37), the rendering engineperforms a process similar to the above for the next line. That is, therendering engine of the three-dimensional image processing unit 231generates image data for the next one line, and then stores thegenerated image data in the 3D line buffer 232 (S34). Thereafter, untilall lines have been completely processed (that is, until the entirescreen has been completely processed), processes of steps S34 throughS37 are repeated.

Upon reception of the display process starting instruction, the 2Drendering engine of the two-dimensional image processing unit 237 readsimage data for the first one line of the game image stored in the secondVRAM 221 b, and then stores the read image data in the 2D line buffer238 (S39). Then, the image data for one line stored in this 2D linebuffer 238 is supplied to the second LCD 212, and is then displayed onthe second display screen 212 a (S40). Then, after waiting for an Hblank timing (horizontal blanking period) in order to establishhorizontal synchronization (S41), the 2D rendering engine performs aprocess similar to the above. That is, the 2D rendering engine of thetwo-dimensional image processing unit 237 reads image data for the nextone line from the second VRAM 221 b, and then stores the read image datain the 2D line buffer 238 (S39). Thereafter, until all lines have beencompletely processed (that is, until the entire screen has beencompletely processed), processes of steps S39 through S41 are repeated.

When all lines have been completely processed by the rendering engine ofthe three-dimensional image processing unit 231 and the 2D renderingengine of the two-dimensional image processing unit 237, theodd-numbered frame rendering/displaying process ends.

Next, the details of the even-numbered frame rendering/displayingprocess are described with reference to FIG. 18. This even-numberedrendering/displaying process is performed by the GPU 222 based oninstructions from the CPU 223.

First, the geometry engine of the three-dimensional image processingunit 231 converts vertex coordinates (in the world coordinate system) ofeach polygon in the virtual three-dimensional game space to the cameracoordinate system (S51). Furthermore, the geometry engine of thethree-dimensional image processing unit 231 converts these vertexcoordinates (in the camera coordinate system) to the two-dimensionalprojection coordinate system (S52). When conversion of the vertexcoordinates of each polygon is completed, an instruction for starting adisplay process is issued from the GPU 222 to the rendering engine ofthe three-dimensional image processing unit 231 and the 2D renderingengine of the two-dimensional image processing unit (S53). Uponreception of this instruction, the rendering engine of thethree-dimensional image processing unit 231 and the 2D rendering engineof the two-dimensional processing unit concurrently perform theirrespective processes.

Upon reception of the display process starting instruction, therendering engine of the three-dimensional image processing unit 231generates image data for the first one line through a rendering processbased on the results of conversions of the vertex coordinates of eachpolygon, and then stores the generated image data in the 3D line buffer232 (S54). Then, the image data for one line stored in this 3D linebuffer 232 is supplied to the second LCD 212, and is then displayed onthe second display screen 212 a (S55). Also, the image data for one linestored in the 3D line buffer 232 is stored in a predetermined area ofthe second VRAM 221 b by the capture circuit 233 (S56). Then, afterwaiting for an H blank timing (horizontal blanking period) in order toestablish horizontal synchronization (S57), the rendering engineperforms a process similar to the above for the next line. That is, therendering engine of the three-dimensional image processing unit 231generates image data for the next one line, and then stores thegenerated image data in the 3D line buffer 232 (S54). Thereafter, untilall lines have been completely processed (that is, until the entirescreen has been completely processed), processes of steps S54 through S7are repeated.

Upon reception of the display process starting instruction, the 2Drendering engine of the two-dimensional image processing unit 237 readsimage data for the first one line of the game image stored in the firstVRAM 221 a, and then stores the read image data in the 2D line buffer238 (S59). Then, the image data for one line stored in this 2D linebuffer 238 is supplied to the first LCD 211, and is then displayed onthe first display screen 211 a (S60). Then, after waiting for an H blanktiming (horizontal blanking period) in order to establish horizontalsynchronization (S61), the 2D rendering engine performs a processsimilar to the above. That is, the 2D rendering engine of thetwo-dimensional image processing unit 237 reads image data for the nextone line from the first VRAM 221 a, and then stores the read image datain the 2D line buffer 238 (S59). Thereafter, until all lines have beencompletely processed (that is, until the entire screen has beencompletely processed), processes of steps S59 through S61 are repeated.

When all lines have been completely processed by the rendering engine ofthe three-dimensional image processing unit 231 and the 2D renderingengine of the two-dimensional image processing unit 237, theeven-numbered frame rendering/displaying process ends.

As described above, according to the portable game machine 200 of thepresent embodiment, by using the single three-dimensional imageprocessing unit 231, different three-dimensional game images can besimultaneously displayed on the first LCD 211 and the second LCD 212without flicker on the display screens.

As described above, when generating a normal two-dimensional game image,the two-dimensional image processing unit 237 disposes a two-dimensionalimage representing a character on the virtual screen called a “sprite”and a two-dimensional image representing a background on the virtualscreen called a “screen”, and then synthesizes these virtual screens togenerate a game image to be eventually displayed. There might be thecase where a plurality of “screens” are present. FIG. 19 shows anexample in which five virtual screens, that is, a sprite and screens 0through 3, are synthesized to form a two-dimensional game image. As anexemplary modification of the present embodiment, any two of thesevirtual screens can be used in place of the first VRAM 221 a and thesecond VRAM 221 b. The structure of the portable game machine 200 inthat case is exemplarily shown in FIG. 20. In the example of FIG. 20, asprite area 221 c and a screen area 221 d are used in place of the firstVRAM 221 a and the second VRAM 221 b. Hereinafter, the operation in theexemplary modification is briefly described.

The capture circuit 233 stores the game image captured in eachodd-numbered frame in the sprite area 221 c of the VRAM 221 and the gameimage captured in each even-numbered frame in the screen area 221 d ofthe VRAM 221. When generating a normal two-dimensional game image, thetwo-dimensional image processing unit 237 generates a two-dimensionalgame image formed by synthesizing the “sprite” and the “screen” and thenoutputs the generated image to the 2D line buffer 238. In the exemplarymodification, however, in each odd-numbered frame, the two-dimensionalimage processing unit 237 generates a game image formed of only the“screen”, and then outputs the generated game image via the 2D linebuffer 238 to the second LCD 212. In each even-numbered frame, thetwo-dimensional image processing unit 237 generates a game image formedof only the “sprite”, and then outputs the generated game image via the2D line buffer 238 to the first LCD 211. As a result, game imagessimilar to those shown in FIG. 15 are displayed on the first displayscreen 211 a and the second display screen 212 a.

As such, selecting a desired virtual screen from a plurality of virtualscreens for display is a function originally provided to thetwo-dimensional image processing unit 237. Therefore, no specialfunction has to be added to the two-dimensional image processing unit.Also, an additional storage area for temporarily storing the game imagecaptured by the capture circuit 233 is not required, thereby suppressingcost required for the portable game machine 200.

As one embodiment of the present invention, the portable game machinehaving a hardware structure as shown in FIGS. 10 and 11 has beendescribed. However, the present invention is applied not only to theportable game machine having such a hardware structure, but to the onehaving the above hardware structure achieved by the CPU and software.Also, the portable game machine according to the present embodiment canbe emulated by a computer system, such as a personal computer or aportable information terminal. In this case, a game program that causesthe computer system to achieve each hardware function of the portablegame machine according to the present embodiment is supplied to thecomputer system. With this, the present invention can be applied also toa general-purpose computer system.

While the invention has been described in connection with what ispresently considered to be the most practical and preferred embodiment,it is to be understood that the invention is not to be limited to thedisclosed embodiment, but on the contrary, is intended to cover variousmodifications and equivalent arrangements included within the spirit andscope of the appended claims.

1. A portable, handheld game console comprising a main bodyincorporating a first display screen on an inner face of said main body,and a second body incorporating a second display screen on an inner faceof said second body, said main body being spaced apart from said secondbody; wherein said main body is provided with a plurality of controlbuttons and a game memory slot, and further including image processingcircuitry for simultaneously displaying different images on said firstdisplay screen and said second display screen, wherein at least one ofsaid images is a three-dimensional image.
 2. A portable hand-held gameconsole according to claim 1, wherein said image processing circuitryincludes a three-dimensional image processing unit which generates afirst game image based on three-dimensional model data for each of aplurality of frames; a capture circuit which captures the first gameimage generated by the three-dimensional image processing unit astwo-dimensional image data; storage locations that store thetwo-dimensional image data captured by the capture circuit; atwo-dimensional image processing unit which generates a second gameimage based on two-dimensional image data in a previous frame alreadystored in the storage locations; and an output destination settingcircuit which sets one of the first display and the second display as anoutput destination of the first game image and another one of the firstdisplay and the second display as an output destination of the secondgame image.
 3. The portable, handheld game console of claim 1, whereinsaid game memory slot is located in a forward or lower portion of aperipheral edge of said main body.
 4. The portable, handheld gameconsole of claim 1, wherein said first display screen comprises atouch-sensitive liquid crystal display.
 5. The portable, handheld gameconsole of claim 4, further including a stylus port.
 6. The portable,handheld game console of claim 1, wherein said plurality of controlbuttons are located on said main body and on each of a left and rightside of said first display screen.